# Conflicts: # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Changeling/ChangelingRuleSystem.cs # Content.Server/Changeling/ChangelingSystem.Abilities.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/_White/Cult/GameRule/CultRuleComponent.cs # Content.Server/_White/Cult/GameRule/CultRuleSystem.cs # Content.Server/_White/Cult/Runes/Systems/CultSystem.Rune.cs # Content.Server/_White/Keyhole/KeyholeSystem.cs # Content.Server/_White/MeatyOre/MeatyOreStoreSystem.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/_White/Keyhole/Components/KeyBaseComponent.cs # Resources/Locale/ru-RU/White/stuff.ftl/runes-entities.ftl # Resources/Locale/ru-RU/_white/cult/blood-spear.ftl # Resources/Locale/ru-RU/_white/cult/bolt-barrage.ftl # Resources/Locale/ru-RU/_white/cult/cult.ftl # Resources/Locale/ru-RU/_white/cult/gui.ftl # Resources/Locale/ru-RU/cult/cult-structure.ftl # Resources/Locale/ru-RU/cult/pylon.ftl # Resources/Maps/White/Scoupidia.yml # Resources/Maps/White/Void.yml # Resources/Maps/White/WonderBox.yml # Resources/Prototypes/Actions/types.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_atmospherics.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Tools/jaws_of_life.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sledgehammer.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/_White/Entities/Objects/Misc/books.yml
54 lines
1.5 KiB
C#
54 lines
1.5 KiB
C#
using Content.Server.Access;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Power.Components;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.Doors.Systems;
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public sealed class DoorSystem : SharedDoorSystem
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{
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[Dependency] private readonly AirtightSystem _airtightSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DoorBoltComponent, PowerChangedEvent>(OnBoltPowerChanged);
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}
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protected override void SetCollidable(
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EntityUid uid,
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bool collidable,
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DoorComponent? door = null,
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PhysicsComponent? physics = null,
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OccluderComponent? occluder = null)
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{
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if (!Resolve(uid, ref door))
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return;
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if (door.ChangeAirtight && TryComp(uid, out AirtightComponent? airtight))
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_airtightSystem.SetAirblocked((uid, airtight), collidable);
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// Pathfinding / AI stuff.
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RaiseLocalEvent(new AccessReaderChangeEvent(uid, collidable));
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base.SetCollidable(uid, collidable, door, physics, occluder);
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}
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private void OnBoltPowerChanged(Entity<DoorBoltComponent> ent, ref PowerChangedEvent args)
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{
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if (args.Powered)
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{
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if (ent.Comp.BoltWireCut)
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SetBoltsDown(ent, true);
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}
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UpdateBoltLightStatus(ent);
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ent.Comp.Powered = args.Powered;
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Dirty(ent, ent.Comp);
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}
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}
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